Jump to content

Mickster

Members
  • Posts

    811
  • Joined

  • Last visited

2 Followers

About Mickster

  • Birthday 12/02/1984

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Right now you'd have something like this in your ModuleConfig.xml <plugin name="SlaveTats Anal"> <description>Pack made by "murfk" - https://www.loverslab.com/files/file/619-slavetats/ -</description> <files> <folder source="Addons\SlaveTats Anal\Textures" destination="Textures" priority="0" /> </files> <typeDescriptor> <type name="Optional"/> </typeDescriptor> </plugin> Now assuming your new folder structure for the FOMOD is something like: The corresponding entry in the new ModuleConfig.xml would look something like this: <plugin name="SlaveTats Anal"> <description>Pack made by "murfk" - https://www.loverslab.com/files/file/619-slavetats/ -</description> <files> <folder source="Addons\SlaveTats Anal\Textures" destination="Textures" priority="0" /> <file source="Addons\SlaveTats Anal\SlaveTats Anal.bsa" destination="SlaveTats Anal.bsa" priority="0" /> <file source="Addons\SlaveTats Anal\SlaveTats Anal.esl" destination="SlaveTats Anal.esl" priority="0" /> </files> <typeDescriptor> <type name="Optional"/> </typeDescriptor> </plugin> Notice that there are 2 new lines in the <files> section corresponding to the bsa and esl files. I don't know if there's a more generic option to move everything in the top folder to the data folder like: <folder source="Addons\SlaveTats Anal" destination="Data" priority="0" /> My knowledge of fomods is basically being able to look at the XML and understanding what it's doing. But the above solution with copying both files and the texture folder separately should work.
  2. There's this tutorial here: Pretty sure you need to tick the Compress Archive option or the BSA will be massive. I'm not sure how the game handles reading json files, more specifically if it can read them from within BSAs so I'd leave those outside the BSA. Personally I've had Issues with getting the Archive.exe method to work. I used BSArch to make the BSA using the multi-thread and compress arguments. It's quite fast and the BSA is significantly smaller than the loose texture files. You can grab it from the FNV nexus. After you've created the BSA you'll need to add "in_bsa":1 to each overlay entry in the json file. For example here's what the anal.json would look like. [ {"name": "Fist Hole (ass)", "section":"Anal", "texture":"anal\\ass_fist_hole.dds", "area":"Body", "in_bsa": 1}, {"name": "Anal Slut", "section":"Anal", "texture":"anal\\butt_anal_slut_raz.dds", "area":"Body", "credit":"Raziel_br", "in_bsa": 1}, {"name": "Butt Slut", "section":"Anal", "texture":"anal\\butt_butt_slut_zqzqz.dds", "area":"Body", "credit":"zqzqz", "in_bsa": 1}, {"name": "This Anus Open...", "section":"Anal", "texture":"anal\\this_anus_open.dds", "area":"Body", "in_bsa": 1} ] You need an ESL/ESP to have the game load the BSA with the textures. You can grab the empty ESL file from here if you don't know how to make one: https://www.nexusmods.com/skyrimspecialedition/mods/23658?tab=files So basically for each mod you'd have something like (using the anal pack as a demonstration). Textures\Actors\Character\slavetats\anal.json (with the added "in_bsa":1 for each entry) SlaveTatsAIO Anal - Textures.bsa (internally this contains the folder structure Textures\Actors\Character\slavetats\anal with all the overlay textures) SlaveTatsAIO Anal.esl Hope this helps. PS: the packs I installed from the AIO are over 11GB uncompressed. When they're in BSA form it takes around 77MB.
  3. Couldn't the textures for each pack be put inside its own BSA file? This would massively cut down on the size of this once installed. For example the Lewd Marks Pack BSA takes up less than 15MB. If you extract the texture files from the BSA they take up 2.5GB.
  4. After a quick test I can say that it seems the incompatibility has been fixed. Thanks a bunch!
  5. This is what gets printed in the papyrus log when I go to the SBM MCM menu to force the normal map to update, they're NPC RefIDs I believe. Nothing related to SBM is printed when DVA alters the player's body. Obviously since SBM isn't aware of this change its normal map changes end up getting overwritten again. SBM papyrus output 1.txt
  6. Here's the script that changes how the player look from DVA if you need to take a look at it. I think the relevant portions are the OnUpdate event (line 396) and the UpdatePlayerEyes (line 598) and UpdatePlayerComplexion (line 653) functions. Seems to be using QueueNiNodeUpdate, perhaps that's the issue. dva1_controller.psc
  7. OK, Unfortunately I'm running into a conflict between Dynamic Vampire Appearance (DVA) and v4 of this mod. BVA changes how a character looks like given certain conditions: -if the character is in combat or uses certain vampiric detect life or night vision powers the eyes glow -if the character is starving it alters their face to look less healthy/normal and the eyes are more bloodshot. It's a great little mod. The issue is that whenever it changes the looks of my character it also removes any normal map changes from this mod as well. If I go into the SBM MCM to trigger the normal map change the changes take effect but only until DVA alters my character's looks again. For clarification: it's only the normal map changes that are undone by DVA, the body morphs themselves seem to work fine. I know this is probably not an issue with this mod but rather just a conflict with how these two mods interact but is there any possibility to find a workaround for this? Like say a key or some extra way to trigger the effects of this mod for the PC that is transparent to the player?
  8. What I did in order to create maps using this one ...was just copying it as the top layer over a smooth normal map (from tempered skin for example) in paint.net and then gradually increased the transparency of this top layer from 0 to 255 for each of the 10 versions. If anyone's interested these are the transparency values I used, starting from normal map 1 all the way to 10: 0 28 57 85 113 142 170 198 227 255 Then I just saved the files as BC7 Linear compression dds files.
  9. Yeah, if I'm not mistaken there's a MannequinRace.
  10. Is it just me or does this affect mannequins as well? My mannequins are flesh colored and some of them have invisible bodies.
  11. I haven't tested it extensively yet so I can't say with 100% certainty it's this mod but I've started noticing the same issue at around the time I installed this mod.
  12. That does sound weird. Maybe something in the memory that doesn't get cleaned between loading the saves. Wouldn't be the first time something like that happens.
  13. Thanks for adding in an MCM menu for this so quickly.
  14. As a test, if you have SoS in that MO2 managed setup add an esl (not espfe) file to its load order (don't patch anything, don't generate any patches etc., just add it to your load order and activate it) and then see if it lets you load your save. It should crash. Obviously easily fixable if you just remove the temporary esl afterwards.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use